Commented 19 years ago2004-07-09 10:08:13 UTC
in vault item: de_sandmonkeyComment #2645
Ok, here goes nothing. I'm the guy who helped u last time. 1.Be patient while compiling, it takes a while. Watch TV, play playstation, do something to fill in the time 2.SKYBOXES ARE EVIL. DO NOT BOX YOUR MAP IN A MASSIVE HOLLOW BOX. THEY MAKE YOUR COMPILING REALLY LONG AND SHOCKING R_SPEEDS! LOOK UP THE CORRECT WAY ON GOOGLE! 3.Thats all I can tell from the screenie, its getting late here so I cbf downloading it, maybe 2morrow and I might be nice and fix it for you.
Nah, i won't make a real mod out of it. I can talk about it with Sharak, who was a great supporter, but i don't think i will make a real mod out of it.
This comment was made on an article that has been deleted.
Commented 19 years ago2004-07-08 21:35:33 UTC
in vault item: Intruder: CliffhangerComment #2641
try recompiling it without non-standard half life wads and re-upload to save us the trouble. And if you did use any textures from non-standard wads, wadinclude them
Commented 19 years ago2004-07-08 16:57:01 UTC
in vault item: Intruder: CliffhangerComment #2637
SHit... i screwed up.... you need cs_office.wad and hl.wad for this map to work... so youl have to do a little handy work yourself. and download cs_office.wad and add it to your half life folder. or move your cs office.wad from the cs files (if you have the game CS) sorry guyz... when i was makin this map, in the Hammer config one of the wads was cs_office.wad i forgot to get rid of it. But please do the hassle and get the game working. it is worth your time.
Commented 19 years ago2004-07-08 16:03:47 UTC
in vault item: WallClimberComment #2635
and make sure you can see the first horizontal ladder. it was completely invisible. i think im going to make a map like this to. just with alot more textures and things to do
The quality is really good. But it way too short. You could try to make a real mod out of it. I don't know the TV show, but I think you could use it to extend the mod.
Commented 19 years ago2004-07-08 08:37:06 UTC
in vault item: T.S. Eliot - PreludesComment #2631
I doubt that it's because of my pc. The fps is quite ok before the tunnel, only the camera moves strangely. A tip to reduce your r_speeds: Your second level has quite dense fog, the actual distance of view is very short. The zhlts have a feature called 'maxvisdistance' use it with the same distance of the fog to reduce the r_seeds.
Commented 19 years ago2004-07-08 03:20:20 UTC
in vault item: cs_repairyardtestComment #2628
One thing I noticed after playtesting was the horrid r_speeds. 3000 w_poly is unacceptable, and began to lag on my high-end rig. Consider learning hint brushes and applying them, or adding more visblocks.
Commented 19 years ago2004-07-08 00:43:26 UTC
in vault item: T.S. Eliot - PreludesComment #2625
The movie is my vision of what 'Preludes' the poem would look like. Read the poem. It describes a twisted world in which human emotions, such as love and compassion are obliterated by monotony. The world depicted in Eliot's poems is grimy and sordid ruled by the parameters of mundane routine and robotic movements. His poems are set during and after the industrial revolution. I am aware of the r_speeds issue. It runs fine on most computers. I did however forget to remove the save and config files and I apoligise for that. Your're entitled to your own opinion.
Commented 19 years ago2004-07-07 11:11:51 UTC
in vault item: T.S. Eliot - PreludesComment #2617
Because my pc sux. R_speeds are important. I know that it's a poem, but why did he make those maps. There's nothing cool, just a village and some text. Of course I'm critical.
Commented 19 years ago2004-07-07 07:26:20 UTC
in vault item: T.S. Eliot - PreludesComment #2612
What's that supposed to be? I didn't like it at all. It's 10 megabytes big though 5 or less would have been enough. You inlcuded thousands of unnecessary files. The only map files that are required are the .bsp files. You included your savegames and your config file. There is nothing happening at all, basically you're just reading this strange story. The r_speeds are super high. There's no detail at all and the r_speeds in the tunnel with the dripping water are like 1300. You could've done this with 300-400. It was already mentioned that the camera is too slow. Plus, it does, for some reason, move very laggy. I didn't like it.
Commented 19 years ago2004-07-06 19:40:30 UTC
in vault item: T.S. Eliot - PreludesComment #2608
Another warning: Please turn off your computer speakers, the sounds shouldn't be playing. As for the slow part, I forgot to increase the speed of the trains when they went through the slower parts. Sorry all!
Commented 19 years ago2004-07-06 11:39:15 UTC
in vault item: WallClimberComment #2602
He did not gave me a drink, so i shot him!
Use more textures, not just one for one big room. And make the ladders transparant. You can do this by turning them into func_walls, render mode solid, FX amount 255. The add a new brush in front of the ladders and turn these into func_ladders. Give these func_ladders the aaa_trigger texture.
This comment was made on an article that has been deleted.
Commented 19 years ago2004-07-06 10:01:40 UTC
in vault item: Weird DreamsComment #2600
The map was well... Not that scary. I mean, I jumped alittle when the zombie came up, and when hte headcrab jumped out, but thats it. I missed ambient sounds, music, interactivity. The texturing was quite ok (but clearly thats not the focus of this map). I liked the end-scene wiht the exploding wall and the garg-fight - Good job, just make it scarier next time
1.Be patient while compiling, it takes a while. Watch TV, play playstation, do something to fill in the time
2.SKYBOXES ARE EVIL. DO NOT BOX YOUR MAP IN A MASSIVE HOLLOW BOX. THEY MAKE YOUR COMPILING REALLY LONG AND SHOCKING R_SPEEDS! LOOK UP THE CORRECT WAY ON GOOGLE!
3.Thats all I can tell from the screenie, its getting late here so I cbf downloading it, maybe 2morrow and I might be nice and fix it for you.
Nah, i won't make a real mod out of it. I can talk about it with Sharak, who was a great supporter, but i don't think i will make a real mod out of it.
But it way too short. You could try to make a real mod out of it.
I don't know the TV show, but I think you could use it to extend the mod.
The fps is quite ok before the tunnel, only the camera moves strangely.
A tip to reduce your r_speeds: Your second level has quite dense fog, the actual distance of view is very short. The zhlts have a feature called 'maxvisdistance' use it with the same distance of the fog to reduce the r_seeds.
I am aware of the r_speeds issue. It runs fine on most computers. I did however forget to remove the save and config files and I apoligise for that. Your're entitled to your own opinion.
Where would someone put this in a map?
BTW, are you a very bratty person?
muzzle>i give it 3stars
R_speeds are important.
I know that it's a poem, but why did he make those maps.
There's nothing cool, just a village and some text.
Of course I'm critical.
I didn't like it at all. It's 10 megabytes big though 5 or less would have been enough.
You inlcuded thousands of unnecessary files. The only map files that are required are the .bsp files.
You included your savegames and your config file.
There is nothing happening at all, basically you're just reading this strange story.
The r_speeds are super high. There's no detail at all and the r_speeds in the tunnel with the dripping water are like 1300.
You could've done this with 300-400.
It was already mentioned that the camera is too slow. Plus, it does, for some reason, move very laggy.
I didn't like it.
Use more textures, not just one for one big room.
And make the ladders transparant. You can do this by turning them into func_walls, render mode solid, FX amount 255. The add a new brush in front of the ladders and turn these into func_ladders. Give these func_ladders the aaa_trigger texture.
I mean, I jumped alittle when the zombie came up, and when hte headcrab jumped out, but thats it.
I missed ambient sounds, music, interactivity.
The texturing was quite ok (but clearly thats not the focus of this map). I liked the end-scene wiht the exploding wall and the garg-fight -
Good job, just make it scarier next time